anyway, this is not surprising : to have a good acceleration, as much as you can, you need power (or "powerband", "mean power"...), so you better be able to reach RPM higher than just the "max power RPM". For instance, the stratos engine is supposed to give its max power at 7000 (but you can suppose it is a classic small lie quite common in rallying : remember the 2000's car having "300hp" but able to get sub 4s to the 0-100kmph with more than 1200kg, while in real they were having at least 300hp between 2000 and 7500 rpm), so the real peak power is probably higher with some more hp, and you have a gearbox doing some classic 1500RPM drop between gears when hitting +8000rpm, leaving the engine running around the peak power RPM to maximize the acceleration.
Having cars hitting the peak power at the redline is not so efficient regarding this (NB : this does not mean Ferrari road cars are not accelerating quickly ), this seems then normal for a rally car to have a redline higher by a consequent margin than the peak power.
im guessing the part overlapping behind the side view is not mapped there but it wasn't also erased, guess we will see once this is released, looks cool
Yes! it works when i launch a server from my local, but "options" button does not appear on our servers hosted ...
(see my picture)
so admins cannot reach the screen you shown in your message
and at day race, before the start, admins launch command in blind conditions .. without any way to control if settings are correct
Hello, I invite you all to a new live for speed DRAG community. It is created in order to bring together all the dragers in the game and be able to help each other ... even with setups or tips to take into account when running or putting together a new setup.
My concern is that it seems to make the loudness on the power closer to loudness on the over run (once I've compensated with the volume knob), which is less realistic ...
Its a bug bear of mine in race sims that the loudness doesn't vary enough. I know this is difficult to achieve but LFS has always been always quite good. Obviously IRL engines are quieter when not burning fuel and race engines massively so .
I've long thought that loudness should be more closely linked to power and maybe torque (via some clever maths) but I suppose that's another discussion.
That's why we have to cut the whole rim like this to load it properly (which is not ideal).
360 / 5 (spokes) If would be possible to load the full rim ... minimum number of spokes 0?
I drove around for an hour or so First of all ... the car is really fun!
I've driven this car for a few years ... so I know it a little bit.
Unfortunately, the vehicle is a bit too stiff. In the straight with slight steering movements it remains too rigid.
The problem is, I don't have enough specialist knowledge and the English language to describe it exactly. I'll try it anyway ...
I just chose South City Cikane to test it as best I can. The car just doesn't want to be agile (enough) in the "small" curves and movements. The chassis remains too hard. But then all of a sudden the MX5 Leo wakes up in the first and last hairpin bend. And how! Man I really have at home loud "yeah!" roared. Without shit 😅 There, in the hairpin bends and in the drift, I might have guessed the car even without a body. Simply wonderful in these situations. As I said, I didn't find much time and didn't even experiment with the setup at first. I wanted to look at it raw before I possibly adjust something right away. I would be happy if you stay tuned. The car definitely has potential. Thanks very much
Agree. The tires are way too huge for such a weight and this power output, and the aero seems ... not in line with the visual
The sequential gearbox seems a bit strange for such a car, but why not ... it is fictive in the end !
Otherwise, it is very nice to drive, the engine sound is good , but the initial 340hp should not be a problem if the "overall" grip is lowered regarding the performances.
I have a very good feeling about this car and the LFS engine.
Somehow they go very well together. The soft chassis of the Mazda and the way LFS simulates things like that ... Mhmm that could work wonderfully "out of the box."
A problem I can see with popular votes like these, it can become a vote of popularity as well.
A) Popularity of the cars: Cars that are popular will most likely be voted more favourable then unpopular cars or unknown categories. I assume if there were 80s touring cars the BMWs and Jaguars of the era will get better ratings then the Ladas or Trabants of the time even if the letter were equally good or even better. If it becomes a matter of approval, this might become frustrating.
B) Popularity of the creators: Popular mod creators might get better reviews then people with less reputation even when they create a "worse" product. While this might not be too much of a problem when it does not affect the approval, it might be a problem, when the creator himself is quite unpopular and they get "vote-bombed" or similar, even if they created a good or even great mod.
For B) I could see a solution by having WIP mods being tested blind, without disclosure of the creator, at least on the in-game and file download sides. This would require some form of comment function on the mod files, so feedback can be given no matter what. If they choose to disclose their identity on the forum or on discord anyways, it still provides a partial blinding as people who just vote through the in-game function will not necessarily read and follow discord/forum/... discussions.
Thank you ELDemon, i saw this post but incomplete (for me)
2 buttons in the rim editor :
[new point] (create a 0:0 point)
or [Dup point] ...
the 2 functions generate an unlinked point
i just found it by chance :
in point mode : create points (max 14 at all)
in surface mode : link points .... bit doesn't succeed ...
so i am blocked for the rim
what about in build mode for the body , is it possible to add point in a mesh ?
Hello creators of live for speed! I have played this game for as long as I can remember, well let's say that in 2021 as my pc is not one of the modern ones that can run Fortnite at 450 fps nonononono none of that. Today, November 18, I downloaded it again to remember those moments of happiness that this game brought me. Well, the issue is that I do not load the tires or the mapping of the game! hopefully I can see the pilot model (head only) and the car with the rims without tires. I hope you answer me to be able to give a solution to this ...
Thanks in advance!
did rethink the "roofscoop" question, and came up with this. Somehow more elegant than the previous one I had (this is the exact shape the sharkmouth opening has)
this Editor is so unintuitive.. or probably just 30000% different to how I did car creation for 7 years in AC Like can anyone tell me how the suspension thing is supposed to work? In AC you put coordinates for each anchor point... now here I can set lengths, but no anchor points.. I planned on using the rear suspension I developed (with help by people that know what they are actually doing) for my KRB Lotus, Group-C style rear with anti-squat and anti-dive ... but it seems like LFS does not even allow for inclined wishbones..?
For the reverse gear: This is not a motor from a Honda Goldwing ... So not included in KRT CR, if you drive correctly, you don't need reverse gear a safety car maybe used for calm the race and each drivers need to put the pit limiter for one lap?
Hello everyone, I refloat this issue ... I don't like anything but someone will have the solution ... the issue of 720º in virtual steering wheel without losing maximum angle of rotation? Let me explain, 90% of the time I do drift and I have always played with the xrt with 720º of controller, 720º in the g27 steering wheel and in the virtual steering wheel that is seen on the screen, but since they updated, the steering wheel is gone virtual to 1080º, having to lower the maximum turning angle from 45º to 29º to continue at 720, but losing many skills in the game, any solution? hug
usually motorbike engines are commonly joined to a gearbox without reverse ... Maybe the real kartcross machines are having this "drawback"
@NENE87 : very nice !
Hi, I very like your mod car - KRT CR. We are driving it mainly on Tc City driving server and could you add reverse gear to it? Would be awesome, because I created preety good setup for it but it's annoying without reverse gear. I've talked to a few people and they agree with me, the car has a lot of potential any it's funny and cool but this reverse ...
imagine these reckless racers on their Racing cars in 1920 years !
no abs, no safebelt, no cage, no breaks, no suspensions
an engine, a seat and 4 wheels
i submit a revival during oldtimers racing cars event with this granny.
the base is from Mike_hbrt https://sketchfab.com/Mike_hbrt
creative commons licence.
edit : i remodeller the back, and the front, the original model is a cycle Kart, i turn it in a 1920 racing car i draw a grid and add clocks , anim of the driver in the vintage reckless spirit
i add a motor wich can be views inside
i also draw wired wheel rim
i don't know if i will succeed to release this mod cause this is my first time in 3D !
i have Blender since few days and i am drowning a little in LFS editor too
the body has been rescale and adjust in LFSEditor. i choose buggy base because it seems offer the best possibility for rim diameter and skinny tyres but ... i just saw it do not allow road tyres :-/
what to do :
- take an aspirin
- find how to fix thes naked wheels !
- find how to add suspensions attachments !
- find how to add a wheel
- try to find infos and select appropriate engine
any helps are welcome ! no problem for a community work on it